| Texture2D Texture : register(t0); |
| SamplerState Sampler : register(s0); |
| |
| void VS_Passthrough( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0, |
| out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0) |
| { |
| outPosition = float4(inPosition, 0.0f, 1.0f); |
| outTexCoord = inTexCoord; |
| } |
| |
| float4 PS_PassthroughRGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return Texture.Sample(Sampler, inTexCoord).rgba; |
| } |
| |
| float4 PS_PassthroughRGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return float4(Texture.Sample(Sampler, inTexCoord).rgb, 1.0f); |
| } |
| |
| float4 PS_PassthroughLum(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return float4(Texture.Sample(Sampler, inTexCoord).rrr, 1.0f); |
| } |
| |
| float4 PS_PassthroughLumAlpha(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return Texture.Sample(Sampler, inTexCoord).rrra; |
| } |